

Shader "DiffuseVertexShader"
{
    Properties
    {
        _Diffuse("Diffuse",Color) = (1,1,1,1)
    }
        SubShader
    {
        Tags { "LightMode" = "ForwardBase" }

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag


            //#include "UnityCG.cginc"
            #include "Lighting.cginc"

            fixed4 _Diffuse;

            struct a2v
            {
                float4 vertex : POSITION;
                float3 normal:NORMAL;
            };

            struct v2f
            {
                
                float4 pos : SV_POSITION;
                fixed3 worldNormal:TEXCOORD0;
            };


            v2f vert (a2v v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.worldNormal = normalize(mul(v.normal, (float3x3) unity_WorldToObject));
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                fixed3  ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
                fixed3 worldNormal=normalize(i.worldNormal);
                fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);

                fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal, worldLightDir));
                fixed3 color = ambient + diffuse;
                return fixed4(color,1.0);
            }
            ENDCG
        }
    }
}
